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Metal Heart

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Posts posted by Metal Heart


  1. Magazine with the least ammo will be dropped first with the exception that the one that is currently in use is dropped last of course. Mag with the most ammo is used when reloading. It would be nice if you could check them though and fill partially used mags from others.


  2. Setpos invisible infantry targets on the helicopter.

    A script like:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">#loop

    helotarget setpos getpos helo

    helotarget setvelocity velocity helo

    ~0.1

    ?alive helo: goto "loop"

    deletevehicle "helotarget"

    should work. Name the helo and target as in the script.


  3. Well, I don't like the way ArmA is turning out to be either but your comments were useless none the less, there's enough ArmA-bashing in the ArmA-part of the forums. If you think like you say then wtf you doing here anyway, trolling is just as useless as the asskissing.

    And who gives a crap if BF2 has a billion players. It's quality, not quantity what matters if you are looking for a good online gaming experience.


  4. I'm sorry. I didn't mean to disrespect the makers of the mod, I'm sure it greatly enhances BF2 gameplay. I was just pissed off at the unconstructive comments by Luciano and thought it would be a funny thing to say my uncensored opinion to balance things up.


  5. Three games isn't big enough of a test and there's something funny (such as incomplete/bad drivers & gfx API or a poorly ported game) going on if an OS change magically gives a 400% boost in performance with the same hardware. I'm not saying that Vista isn't jam-packed with useless candy-coated features that will make it heavier than most Linux desktops but such drastic differencies come from somewhere else than the OS itself.


  6. Well, duh, that thing is designed for entertainment and it shoots soft pink rubber balls, you'd be expected to laugh.

    There's just no way that any bipedal mech-like machines will ever be used in real warfare as there are more effective means of moving on land such as wheels and tracks. Although... if I were a dictator, I'd have the scientists and engineers working on mechs that shoot visible rays-of-death right away (they'd also have to have mini-guns and flamethrowers against the pesky infantry and huge blades for close combat with other mechs).


  7. Quote[/b] ]The speed thing is an issue with many games and is down to Pythagoras. Press forward and you move one unit forward. Press to the side and you move one unit to the side. Press forward and to the side simultaneously and both actions are carried out simultaneously (one unit forward and to the side)

    No, that's not how it works in OFP.

    Here are the numbers I got with the default animations:

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">run = 4.92393

    right = 2.47937

    left = 2.72901

    run + right = 3.42408

    run + left = 2.94736

    sprint + right = 6.13367

    sprint + left = 6.03099

    normal sprint start = approx 7.2

    normal sprint after 30s = 5.10247

    values as meters per second

    Sprint + sideways just doesn't take stamina into account.


  8. when playing against human players you have to think like a human. When playing against Ais, well you can watch tv, eat icecream and get a blowjob and still preform on an averge level

    Come play some real gaming!!!!

    You can play against other players in some very different kind of missions than the mind-numbingly boring run & gun CTFs on 50mx200m areas. You know, the ones where you don't respawn and actually have to utilize more than two brain cells to win instead of just running and g36-zoring around like there's no tomorrow.


  9. That won't work, it's setUnitPos without the space and () are only used in arithmetic and conditions. For code blocks you should always use {}, although "" will usually work too.

    Group is just the id for a group, forEach only works with arrays. Use units to get the array of units in a group. This would be correct:

    {_x setUnitPos "UP"} forEach units groupname

    Linker Split's example works. If it doesn't, you're doing something wrong or the units are created dynamicly. Remember that triggers don't activate again unless they deactivate first. To create a trigger that setUnitPosses everyone in it constantly every 5 seconds:

    activation: anybody, repeatedly

    name: prone_trig

    condition: time mod 5 < 1

    onActivation: {_x setUnitPos "UP"} forEach list prone_trig


  10. They are scripting commands so they go into scripts or triggers. For example, when the conditions to end the mission are met, run a script to save stuff:

    1 exec "savestuff.sqs"

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">bridge1dmg = getDammage object 123123

    saveVar "bridge1dmg"

    savingDone=true

    Then the init.sqs for all the following missions (init.sqs is run automaticly):

    <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">object 123123 setDammage bridge1dmg


  11. http://www.ofpec.com/COMREF/letterA.php#addWeaponPool

    http://www.ofpec.com/COMREF/letterA.php#addMagazinePool

    http://www.ofpec.com/COMREF/letterS.php#saveStatus

    http://www.ofpec.com/COMREF/letterL.php#loadStatus

    http://www.ofpec.com/COMREF/letterS.php#saveVar

    Keeping every little detail is impossible unless you build the campaing inside a single mission.

    Keeping track of a squad, a few vehicles and some key buildings is quite simple. Basicly, save status of everything you want to in the end of a mission and restore at the beginning of the next.


  12. No need to sync at all.

    I fail to see your point, syncing is simplier and you'll get away with one less global variable.

    Quote[/b] ]ummm how do i make the fire light ?

    Read the FAQ in this section. First entry in it actually.

    For the flags, most countries are in the official flag pack, I think it comes with some update for OFP, maybe by default for Resistance. It's Flags.pbo in the Addons directory. For the list of those flags, see FAQ.


  13. Quote[/b] ]In the end, animated trees/grass doesn't really affect overall realistic feel and doesn't affect combat awareness.

    Only it totally affects realism and combat awareness a lot. The eye excels at picking up movement, no camo will help a soldier moving against a static background or a background that causes his silhouette to be visible, not even at dusk (obviously, the observer is stationary). But when every little piece of potential concealment moves, moving in it becomes much safer because it now masks the movement and also overloads the observer to look for movement all around his field of view instead of letting him just wait for that single moving blip to reveal itself.


  14. I find your lack of faith... disturbing. Of course it can be done. Some folks who make object packs could make a couple of obstacles that can be jumped over with animation(s) and then all the island makers can use them on their islands. It would work just like the ladder. Will somebody with the skills think it's worth the work, I don't think so but then again, I didn't think that of the pink pony and a lot of other stuff that was made either.

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